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<td align="right" valign="center"><img src="logo32.png" align="right" width="64" height="32" border="0"></td></tr></table><h1 align=center>TQt Tutorial - Chapter 13: Game Over</h1>
<p> <center><img src="t13.png" alt="Screenshot of tutorial thirteen"></center>
<p> In this example we start to approach a real playable game with a
score. We give MyWidget a new name (GameBoard) and add some slots.
<p> We put the definition in gamebrd.h and the implementation in gamebrd.cpp.
<p> The CannonField now has a game over state.
<p> The layout problems in LCDRange are fixed.
<p> <ul>
<li> <a href="t13-lcdrange-h.html">t13/lcdrange.h</a> contains the LCDRange
class definition.
<li> <a href="t13-lcdrange-cpp.html">t13/lcdrange.cpp</a> contains the LCDRange
implementation.
<li> <a href="t13-cannon-h.html">t13/cannon.h</a> contains the CannonField class
definition
<li> <a href="t13-cannon-cpp.html">t13/cannon.cpp</a> contains the CannonField
implementation.
<li> <a href="t13-gamebrd-h.html">t13/gamebrd.h</a> contains the GameBoard
class definition.
<li> <a href="t13-gamebrd-cpp.html">t13/gamebrd.cpp</a> contains the GameBoard
implementation.
<li> <a href="t13-main-cpp.html">t13/main.cpp</a> contains MyWidget and main.
</ul>
<p> <h2> Line-by-line Walkthrough
</h2>
<a name="1"></a><p> <h3> <a href="t13-lcdrange-h.html">t13/lcdrange.h</a>
</h3>
<a name="1-1"></a><p>
<p> <pre> #include <<a href="qwidget-h.html">qwidget.h</a>>
class TQSlider;
class TQLabel;
class LCDRange : public <a href="qwidget.html">TQWidget</a>
</pre>
<p> We inherit <a href="qwidget.html">TQWidget</a> rather than <a href="qvbox.html">TQVBox</a>. TQVBox is very easy to use, but
again it showed its limitations so we switch to the more powerful and
slightly harder to use <a href="qvboxlayout.html">TQVBoxLayout</a>. (As you remember, TQVBoxLayout is
not a widget, it manages one.)
<p> <h3> <a href="t13-lcdrange-cpp.html">t13/lcdrange.cpp</a>
</h3>
<a name="1-2"></a><p>
<p> <pre> #include <<a href="qlayout-h.html">qlayout.h</a>>
</pre>
<p> We need to include qlayout.h now to get the other layout management
API.
<p> <pre> LCDRange::LCDRange( <a href="qwidget.html">TQWidget</a> *parent, const char *name )
: <a href="qwidget.html">TQWidget</a>( parent, name )
</pre>
<p> We inherit TQWidget in the usual way.
<p> The other constructor has the same change. init() is unchanged,
except that we've added some lines at the end:
<p> <pre> <a href="qvboxlayout.html">TQVBoxLayout</a> * l = new <a href="qvboxlayout.html">TQVBoxLayout</a>( this );
</pre>
<p> We create a TQVBoxLayout with all the default values, managing this
widget's children.
<p> <pre> <a name="x2401"></a> l-><a href="qboxlayout.html#addWidget">addWidget</a>( lcd, 1 );
</pre>
<p> At the top we add the <a href="qlcdnumber.html">TQLCDNumber</a> with a non-zero stretch.
<p> <pre> l-><a href="qboxlayout.html#addWidget">addWidget</a>( slider );
l-><a href="qboxlayout.html#addWidget">addWidget</a>( label );
</pre>
<p> Then we add the other two, both with the default zero stretch.
<p> This stretch control is something <a href="qvboxlayout.html">TQVBoxLayout</a> (and <a href="qhboxlayout.html">TQHBoxLayout</a>, and
<a href="qgridlayout.html">TQGridLayout</a>) offers but classes like <a href="qvbox.html">TQVBox</a> do not. In this case
we're saying that the TQLCDNumber should stretch and the others should
not.
<p> <h3> <a href="t13-cannon-h.html">t13/cannon.h</a>
</h3>
<a name="1-3"></a><p> The CannonField now has a game over state and a few new functions.
<p>
<p> <pre> bool gameOver() const { return gameEnded; }
</pre>
<p> This function returns TRUE if the game is over or FALSE if a game
is going on.
<p> <pre> void setGameOver();
void restartGame();
</pre>
<p> Here are two new slots: setGameOver() and restartGame().
<p> <pre> void canShoot( bool );
</pre>
<p> This new signal indicates that the CannonField is in a state where the
shoot() slot makes sense. We'll use it below to enable/disable the
Shoot button.
<p> <pre> bool gameEnded;
</pre>
<p> This private variable contains the game state. TRUE means that the
game is over, and FALSE means that a game is going on.
<p> <h3> <a href="t13-cannon-cpp.html">t13/cannon.cpp</a>
</h3>
<a name="1-4"></a><p>
<p> <pre> gameEnded = FALSE;
</pre>
<p> This line has been added to the constructor. Initially, the game is not
over (luckily for the player :-).
<p> <pre> void CannonField::shoot()
{
if ( isShooting() )
return;
timerCount = 0;
shoot_ang = ang;
shoot_f = f;
<a name="x2407"></a> autoShootTimer-><a href="qtimer.html#start">start</a>( 50 );
emit canShoot( FALSE );
}
</pre>
<p> We added a new isShooting() function, so shoot() uses it instead of
testing directly. Also, shoot tells the world that the CannonField
cannot shoot now.
<p> <pre> void CannonField::setGameOver()
{
if ( gameEnded )
return;
if ( isShooting() )
autoShootTimer-><a href="qtimer.html#stop">stop</a>();
gameEnded = TRUE;
<a href="qwidget.html#repaint">repaint</a>();
}
</pre>
<p> This slot ends the game. It must be called from outside CannonField,
because this widget does not know when to end the game. This is an
important design principle in component programming. We choose to
make the component as flexible as possible to make it usable with
different rules (for example, a multi-player version of this in which the
first player to hit ten times wins could use the CannonField unchanged).
<p> If the game has already been ended we return immediately. If a game is
going on we stop the shot, set the game over flag, and repaint the entire
widget.
<p> <pre> void CannonField::restartGame()
{
if ( isShooting() )
<a name="x2408"></a> autoShootTimer-><a href="qtimer.html#stop">stop</a>();
gameEnded = FALSE;
<a href="qwidget.html#repaint">repaint</a>();
emit canShoot( TRUE );
}
</pre>
<p> This slot starts a new game. If a shot is in the air, we stop shooting.
We then reset the <tt>gameEnded</tt> variable and repaint the widget.
<p> moveShot() too emits the new canShoot(TRUE) signal at the same time as
either hit() or miss().
<p> Modifications in CannonField::paintEvent():
<p> <pre> void CannonField::<a href="qwidget.html#paintEvent">paintEvent</a>( <a href="qpaintevent.html">TQPaintEvent</a> *e )
{
<a name="x2405"></a> <a href="qrect.html">TQRect</a> updateR = e-><a href="qpaintevent.html#rect">rect</a>();
<a href="qpainter.html">TQPainter</a> p( this );
if ( gameEnded ) {
p.<a href="qpainter.html#setPen">setPen</a>( black );
<a name="x2403"></a> p.<a href="qpainter.html#setFont">setFont</a>( TQFont( "Courier", 48, TQFont::Bold ) );
p.<a href="qpainter.html#drawText">drawText</a>( <a href="qwidget.html#rect">rect</a>(), AlignCenter, "Game Over" );
}
</pre>
<p> The paint event has been enhanced to display the text "Game Over" if
the game is over, i.e., <tt>gameEnded</tt> is TRUE. We don't bother to
check the update rectangle here because speed is not critical when
the game is over.
<p> To draw the text we first set a black pen; the pen color is used
when drawing text. Next we choose a 48 point bold font from the
Courier family. Finally we draw the text centered in the widget's
rectangle. Unfortunately, on some systems (especially X servers with
Unicode fonts) it can take a while to load such a large font. Because
TQt caches fonts, you will notice this only the first time the font is
used.
<p> <pre> <a name="x2406"></a> if ( updateR.<a href="qrect.html#intersects">intersects</a>( cannonRect() ) )
paintCannon( &p );
if ( isShooting() && updateR.<a href="qrect.html#intersects">intersects</a>( shotRect() ) )
paintShot( &p );
if ( !gameEnded && updateR.<a href="qrect.html#intersects">intersects</a>( targetRect() ) )
paintTarget( &p );
}
</pre>
<p> We draw the shot only when shooting and the target only when playing
(that is, when the game is not ended).
<p> <h3> <a href="t13-gamebrd-h.html">t13/gamebrd.h</a>
</h3>
<a name="1-5"></a><p> This file is new. It contains the definition of the GameBoard class,
which was last seen as MyWidget.
<p>
<p> <pre> class TQPushButton;
class LCDRange;
class TQLCDNumber;
class CannonField;
#include "lcdrange.h"
#include "cannon.h"
class GameBoard : public <a href="qwidget.html">TQWidget</a>
{
<a href="metaobjects.html#Q_OBJECT">Q_OBJECT</a>
public:
GameBoard( <a href="qwidget.html">TQWidget</a> *parent=0, const char *name=0 );
protected slots:
void fire();
void hit();
void missed();
void newGame();
private:
<a href="qlcdnumber.html">TQLCDNumber</a> *hits;
<a href="qlcdnumber.html">TQLCDNumber</a> *shotsLeft;
CannonField *cannonField;
};
</pre>
<p> We have now added four slots. These are protected and are used internally.
We have also added two TQLCDNumbers (<tt>hits</tt> and <tt>shotsLeft</tt>) which display
the game status.
<p> <h3> <a href="t13-gamebrd-cpp.html">t13/gamebrd.cpp</a>
</h3>
<a name="1-6"></a><p> This file is new. It contains the implementation of the GameBoard
class, which was last seen as MyWidget.
<p>
<p> We have made some changes in the GameBoard constructor.
<p> <pre> cannonField = new CannonField( this, "cannonField" );
</pre>
<p> <tt>cannonField</tt> is now a member variable, so we carefully change the
constructor to use it. (The <em>good</em> programmers at Trolltech never
forget this, but I do. Caveat programmor - if "programmor" is Latin,
at least. Anyway, back to the code.)
<p> <pre> <a href="qobject.html#connect">connect</a>( cannonField, SIGNAL(hit()),
this, SLOT(hit()) );
<a href="qobject.html#connect">connect</a>( cannonField, SIGNAL(missed()),
this, SLOT(missed()) );
</pre>
<p> This time we want to do something when the shot has hit or missed the
target. Thus we connect the hit() and missed() signals of the
CannonField to two protected slots with the same names in this class.
<p> <pre> <a href="qobject.html#connect">connect</a>( shoot, SIGNAL(<a href="qbutton.html#clicked">clicked</a>()), SLOT(fire()) );
</pre>
<p> Previously we connected the Shoot button's clicked() signal directly
to the CannonField's shoot() slot. This time we want to keep track of
the number of shots fired, so we connect it to a protected slot in
this class instead.
<p> Notice how easy it is to change the behavior of a program when you are
working with self-contained components.
<p> <pre> <a href="qobject.html#connect">connect</a>( cannonField, SIGNAL(canShoot(bool)),
<a name="x2416"></a> shoot, SLOT(<a href="qwidget.html#setEnabled">setEnabled</a>(bool)) );
</pre>
<p> We also use the cannonField's canShoot() signal to enable or disable
the Shoot button appropriately.
<p> <pre> TQPushButton *restart
= new <a href="qpushbutton.html">TQPushButton</a>( "&New Game", this, "newgame" );
restart->setFont( TQFont( "Times", 18, TQFont::Bold ) );
<a href="qobject.html#connect">connect</a>( restart, SIGNAL(clicked()), this, SLOT(newGame()) );
</pre>
<p> We create, set up, and connect the New Game button as we have done
with the other buttons. Clicking this button will activate the
newGame() slot in this widget.
<p> <pre> hits = new <a href="qlcdnumber.html">TQLCDNumber</a>( 2, this, "hits" );
shotsLeft = new <a href="qlcdnumber.html">TQLCDNumber</a>( 2, this, "shotsleft" );
<a href="qlabel.html">TQLabel</a> *hitsL = new <a href="qlabel.html">TQLabel</a>( "HITS", this, "hitsLabel" );
TQLabel *shotsLeftL
= new <a href="qlabel.html">TQLabel</a>( "SHOTS LEFT", this, "shotsleftLabel" );
</pre>
<p> We create four new widgets. Note that we don't bother to keep the
pointers to the <a href="qlabel.html">TQLabel</a> widgets in the GameBoard class because there's
nothing much we want to do with them. TQt will delete them when the
GameBoard widget is destroyed, and the layout classes will resize them
appropriately.
<p> <pre> <a href="qhboxlayout.html">TQHBoxLayout</a> *topBox = new <a href="qhboxlayout.html">TQHBoxLayout</a>;
<a name="x2413"></a> grid-><a href="qgridlayout.html#addLayout">addLayout</a>( topBox, 0, 1 );
topBox-><a href="qboxlayout.html#addWidget">addWidget</a>( shoot );
topBox-><a href="qboxlayout.html#addWidget">addWidget</a>( hits );
topBox-><a href="qboxlayout.html#addWidget">addWidget</a>( hitsL );
topBox-><a href="qboxlayout.html#addWidget">addWidget</a>( shotsLeft );
topBox-><a href="qboxlayout.html#addWidget">addWidget</a>( shotsLeftL );
<a name="x2410"></a> topBox-><a href="qboxlayout.html#addStretch">addStretch</a>( 1 );
<a name="x2411"></a> topBox-><a href="qboxlayout.html#addWidget">addWidget</a>( restart );
</pre>
<p> The number of widgets in the top-right cell is getting large. Once it
was empty; now it's full enough that we group together the layout
setting for better overview.
<p> Notice that we let all the widgets have their preferred sizes, instead
putting the stretch just to the left of the New Game button.
<p> <pre> newGame();
}
</pre>
<p> We're all done constructing the GameBoard, so we start it all using
newGame(). (NewGame() is a slot, but as we said, slots can be used as
ordinary functions, too.)
<p> <pre> void GameBoard::fire()
{
if ( cannonField->gameOver() || cannonField->isShooting() )
return;
shotsLeft-><a href="qlcdnumber.html#display">display</a>( shotsLeft-><a href="qlcdnumber.html#intValue">intValue</a>() - 1 );
cannonField->shoot();
}
</pre>
<p> This function fires a shot. If the game is over or if there is a shot in the
air, we return immediately. We decrement the number of shots left and tell
the cannon to shoot.
<p> <pre> void GameBoard::hit()
{
hits-><a href="qlcdnumber.html#display">display</a>( hits-><a href="qlcdnumber.html#intValue">intValue</a>() + 1 );
if ( shotsLeft-><a href="qlcdnumber.html#intValue">intValue</a>() == 0 )
cannonField->setGameOver();
else
cannonField->newTarget();
}
</pre>
<p> This slot is activated when a shot has hit the target. We increment the
number of hits. If there are no shots left, the game is over. Otherwise,
we make the CannonField generate a new target.
<p> <pre> void GameBoard::missed()
{
<a name="x2415"></a> if ( shotsLeft-><a href="qlcdnumber.html#intValue">intValue</a>() == 0 )
cannonField->setGameOver();
}
</pre>
<p> This slot is activated when a shot has missed the target. If there are no
shots left, the game is over.
<p> <pre> void GameBoard::newGame()
{
<a name="x2414"></a> shotsLeft-><a href="qlcdnumber.html#display">display</a>( 15 );
hits-><a href="qlcdnumber.html#display">display</a>( 0 );
cannonField->restartGame();
cannonField->newTarget();
}
</pre>
<p> This slot is activated when the user clicks the Restart button. It is
also called from the constructor. First it sets the number of shots
to 15. Note that this is the only place in the program where we set
the number of shots. Change it to whatever you like to change the
game rules. Next we reset the number of hits, restart the game, and
generate a new target.
<p> <h3> <a href="t13-main-cpp.html">t13/main.cpp</a>
</h3>
<a name="1-7"></a><p> This file has just been on a diet. MyWidget is gone, and the only
thing left is the main() function, unchanged except for the name
change.
<p> <h2> Behavior
</h2>
<a name="2"></a><p> The cannon can shoot at a target; a new target is automatically created
when one has been hit.
<p> Hits and shots left are displayed and the program keeps track of them.
The game can end, and there's a button to start a new game.
<p> (See <a href="tutorial1-07.html#compiling">Compiling</a> for how to create a
makefile and build the application.)
<p> <h2> Exercises
</h2>
<a name="3"></a><p> Add a random wind factor and show it to the user.
<p> Make some splatter effects when the shot hits the target.
<p> Implement multiple targets.
<p> You're now ready for <a href="tutorial1-14.html">Chapter 14.</a>
<p> [<a href="tutorial1-12.html">Previous tutorial</a>]
[<a href="tutorial1-14.html">Next tutorial</a>]
[<a href="tutorial.html">Main tutorial page</a>]
<p>
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<a href="troll.html">Trolltech</a><td align=center><a href="trademarks.html">Trademarks</a>
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